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Tree Tag 2021

Tree Tag 2021
The best Tree Tag Edition ever..!


Community discord:
its Tree Tag Time! (discord.gg/bkA3rz5)
Player statistics:
Tree Tag Leaderboard (wc3stats.com/tree-tag)
Official website:
treetagtime.net


The Tree Tag basics:
Ent: Survive until the time runs out.
Infernals: Kill all ents before the time runs out.


Ent in short:
Survive in the forest and hide from the infernals.
Create Resource Storages to build up an income and to become more and more wealthy.
Once you got enough resources, you can start to build powerful bases.
Get items to strengthen your ent or discover secrets in the forest.
And remember: If you get caught by an infernal, you can get rescued by your allies.


Infernal in short:
In the beginning, you can select 1 out of 9 different infernals.
After 30 seconds, the infernals land in the forest and the search for the ents begins.
You gain experience and gold by destroying buildings and units of the ents.
Buy more and more powerful items and units to gain control over the forest!!


Features:
- Fun and varied gameplay
- Quick ingame team setup
- Easy to learn, hard to master
- Find the dragonballs in the forest..?
- With a leaderboard and player statistics!
... and a very friendly community!

- 8 unique ent classes!
Runner, Regrower, Illusionist, Warrior, Protector, Economist, Scout and Sailor
- 9 unique infernals!
Pyra, Blaze, Burnin, Khale, Darkness, Voltron, Luxo, Aeris and Terra


Infernal setup:
- 1-5 players: 1 infernal
- 6+ players: 2 infernals
- 10+ players: 3 infernals


Game duration:
- 1-12 players: 45 minutes
- 13+ players: up to 60 minutes


Ingame pictures:
154968-26ba2c5451dd30a32aad4587a016111b.png
154969-2fbf9df88c4cc62ba28b1e454c3127bc.png
155173-7cfc866e8ff50f4358ef10dacb7cbdb2.png
158291-d8b3034d3ed057e6d5b9a4e3d72fd816.png


Gameplay videos:
- ent gameplay

- infernal gameplay


The credits:
- Crystal_Infernal.mdx by DarkHunter1357
- DemonTower.mdx by HappyTauren
- ShadowInfernal.mdx by UgoUgo
- HD_Loading_Screen.mdx by Softmints
- Selection_Octagon.blp by Avatars Lord
- ForceGem.mdx by RightField

The Changelog:
!! Note: You always find the latest changelog on the discord. !!

Changes (v2.11):
```
- Bugfix: Berserker Gauntlets no longer removes Potion of Invulnerability from your inventory
- Bugfix: Infernal talents now spawn on the correct level
- Deactivated Oneway tunnels now have 8 max mana
- Bugfix: The spells of Tinker/Illidan now also level up while Robo-Goblin/Metamorphosis is activated
- Ensnare (Blaze), duration: 2/3/4/5/7 -> 2/3/4/5/6
- Ents now have greatly reduced attack damage after rescue (as long as they have bonus armor/immunity)
- Summon Wildkin (Furion), hit points: 600 + (200 * level) - > 350 + (150 * level)
- Mirror Image (Maeiv), duration: 2.5 + (0.5 * level) -> 5 + (0.5 * level)
- Mirror Image (Maiev), number of images: 1 + (1 after each 4 level) -> 2 + (1 after each 8 level)
- Mirror Image (Maiev): Illusions now have a 50% chance to attack-move instead of only moving around upon spawn (to create a little bit more confusion)
- Supported modes: SD/HD -> SD (Bye bye Reforged)
- Repicked infernals now also have dust of appearance at start
- Tinker, armor base: 2 -> 0
- Bugfix: Full Potential (dragonball wish) now gives the hp/dmg buff to the right hero, if the targeted hero is not owned by the player who called shenlong
- Goblin laboratory, costs: 7500 -> 5000 gold
- Changed the projectile art of the Infernal Machine
```

Changes (v2.10d):
```
- The Kodo Beast is now an Infernal Machine and immune to spells
- Frost Attack, duration: 1/2 -> 0.75/1.25 seconds
- Ice Towers, attack type: Magic -> Chaos
- Furion/Tyrande, base hp: 150 -> 300
- Clockwerk Goblin / Goblin Blaster, food: 15 -> 25
- Goblin Tank, food: 30 -> 35
- Goblin Tank, hit points: 12500 -> 15000
- Goblin Blaster, damage: 250 -> 300
- Goblin Blaster, attack speed: 0.5 -> 0.55
```

Changes (v2.10c):
```
- Ents no longer lose half of their resources upon death, if they have less than 2500 gold
- Terra: Replaced Earth Trap with Volcano
- Fixed the tooltip of Furion (since he got Devotion Aura now)
- Deforestation Talent, duration: 28/34/40/46/60 -> 30/37.5/45/52.5/60
- Invasion Talent, damage: 85/145/205/265/325 -> 75/125/175/225/275
- Invasion Talent, hit points: 1000/1750/2500/3250/5000 -> 750/1500/2250/3000/3750
- Invasion Talent, duration: 60/75/90/105/120 -> 60/60/90/90/120
- Invasion Talent, attack speed: 1.75/1.6/1.45/1.30/1.05 -> 1.5
- Observation Talent: Now moves very slowly around
- Infernal talents summons are now named after their level (eg: Skeleton Chieftain IV)
- Farms, increased base feed: 10 -> 15
[All Farms: 12/19/30/45/70/108/162 -> 17/24/35/50/75/113/167]
- Rocks, decreased gold feed: 50/75/100/150/250/350 -> 20/40/100/150/200/250
- Rocks, decreased exp feed: 50/75/100/150/250/350 -> 25/50/75/150/250/350
- Rocks, base armor: 4/4/4/4/4/4 -> 2/2/4/4/4
- Goblin Laboratory, costs: 5000g/10000w -> 7500g
- Clockwerk Goblin, costs: 5000g/7500w -> 7500g
- Goblin Blaster, costs: 7500g/10000w -> 10000g
- Goblin Tank, costs: 15000g/20000w -> 20000g
- Goblin Sapper, costs: 1500g/2000w -> 2000g
- Tinker, costs: 2500g/5000w -> 2500g
- Tinker, hit points: 750 -> 500
- Tinker, gold feed: 500 -> 400
- A small overhaul of all goblin unit stats
- Wolf Cage, lifetime of wolves: 45 -> 60 seconds
- Uncaged wolves now automatically attack/move accross the map upon spawn
- Wolf Training, gold costs: 2500 + (2500 * level) -> 10000 + (5000 * level)
- Wolf Training, upgrade time: 30 -> 45 seconds
- The Wolf Training upgrade is now shared between all ents.
```

Changes (v2.10b):
```
- Fixed the Placed/Destroyed Wards stats
- The Sentry Ward upgrade is now an individual upgrade in the Upgrade Center
- Ent Ashs are no longer affected by Devotion Aura
- Renamed Anti Taunt to Repel; radius: 300 -> 350
- The ultimate abilities of all nightelf heroes now have 3 levels (6+,12+,18+)
- Furion now has Devotion Aura instead of Thorns Aura
- Summon Wildkin (Furion), duration: 30/35/40/.. -> 60/60/60
- Summon Wildkin (Furion): Always summons 3 wildkins
- Avatar of Vengeance (Maiev): overall buff, removed summons
- More small tweaking of all hero abilities
```

Changes (v2.10):
```
- Blink (Nature Lover, Advanced Lover), mana cost: 0 -> 25
- Advanced Builder, hit points: 24 -> 25
- Hired guards now burn nearby trees upon ankh activation (only shades dont)
- Changed the stat "Hired guards" (it now increases by 1 for each unit and no longer by the food cost of the unit)
- Added the stat "Killed guards" (number of killed guards) [i will try to add that it also counts if an ankh is used..]
- Added the stats "Placed Wards" and "Destroyed Wards"
- Watcher Wards now correctly show the remaining lifespan (they had 900 instead of 1200 mana before)
- If an infernal leaves in the first 15 minutes and noone wants to become infernal, a random infernal will get picked anyway
- Ent Ash, scaling size: 60 -> 80%
- Ent Ash, hp regeneration: 0.5 hp/s -> 0.1 hp/s
- Ent Ash Hp upgrade no longer increases the hp regeneration
- Ent Ash Hp upgrade, maximum level: 5 -> 4
- Ent Ash now has Hardened skin (reduces all attacks on it by 245, cant be reduced to less than 55)
- Ent Ash now has Anti Taunt: Pushes all enemy units within 300 radius away from the ent ash.
- You no longer lose all the bonus hp for rescuing ents, if you die (instead it get halved)
- The oneway tunnel now only lasts for 180 seconds
- The oneway tunnel now takes 8 seconds to detonate and the life span is indicated by the remaining mana
- Tunnel Entrance, build time: 3 -> 4 seconds
- Tunnels no longer can be connected, if they are still under construction
- Pissed of / Raging / Furious Tree, attack damage in uprooted form: 85/125/250 -> 45/75/125
- Pissed of / Raging / Furious Tree, bonus armor per upgrade: 2 -> 1
- Owl Scout (Tyrande) is now immune (no longer can become invisible)
- The Glyph of Talents now spawns next to the Infernal Gate with a short minimap ping
- Removed the Sentry Ward items from the game and gave it as ability to all infernals (can be ugpraded in the Infernals Heart)
- Added new icons for Owl Nest and Infernals Outpost
- Added Acesupreme to the patreon animals
- Bugfix: Animals no longer can be cloned with Illusion
- Animals now have Hardened skin (reduces all attacks on it by 10000, cant be reduced to less than 30)
- Changed the ability icons of the animals
- Frog, jump cooldown: 8 -> 5s
```

Changes (v2.09d):
```
- Observers no longer share their vision and ally chat with other Observers
- The number of regrown trees (for Nature Lovers) no longer shows to Observers, if they arent observing ents
- The dynamic Blink cooldown text no longer shows to Observers, if they arent observing ents
- The dragonball wish message is now also shown to Observers
- Rescue messages are now also shown to Observers
- Observers now can use the -i command
- You now can see which buttons are currently activated in the Observer menu
- Bugfix: The -votekick [Kick status] message now displays the correct result
- Bugfix: If you swap within the first minute to ent, you no longer start without resources
```

Changes (v2.09c):
```
- Mini Inferno Stone, hit points: 5000 -> 2500
- Bugfix: Inferno Stone, gold cost: 500 -> 1000 (i think i changed that accidentally)
- Furios Tree, gold feed: 125 -> 175
- Shade no longer get +100 armor after reviving with Demon Ankh (too easy Shade Push)
```
Previews
Contents

Tree Tag 2021 v2.18 M01 (Map)

Reviews
deepstrasz
What's new since the old versions? No loading screen. Anyways, is stuff to do in the game. I see some changes compared to older versions and this one supports more than 12 players. Approved. (previous comments: Tree Tag 2019 Edition)

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,703
Do you have permission to edit/upload this map? Did you contact the original tree tag makers and its maintainers?

Also, you have to credit resources you've used: Resources in Use by Tree Tag 2019 Edition v1.48 | HIVE from this site and any other.

Don't upload multiple versions. Delete the previous ones if they are not drastically different and meaningful.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

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Map Submission Rules


U P L O A D I N G - A - M A P

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 4
Joined
Nov 29, 2018
Messages
17
The map is like 99% done by me. Only the terrain is based on the terrain of some old-school tree tag maps (hard to identify THE original creator) and the rest (gameplay, triggers, units, items, abilities...) is (re)done by me in the last few years.

I have now added credits for the models (ingame credits is already in F9).
The game itself is self-explanatory, but i will try to add further text soon. ^^
 
Level 4
Joined
Nov 29, 2018
Messages
17
Well, there are a lot new things compared to the old versions. It evolved over the last years and a lot of games with the feedback of the players.

There is a custom loading screen, its the first picture of this resource.

Here are just some of the new additions:

General:
  • ingame selection of your team
  • balancing factors for a fun and fair game
  • enhanced terrain
  • automatic camera/zoom function
  • hotkeys for all buildings/units/spells
  • tooltips and hints for beginners
  • player statistics (win, lose, kills, gold/wood gained...)
  • various and flexible play styles (to adapt to several situations)
  • swap team function, and a lot of other chat commands..
Ent:
  • new and more advanced buildings for ents
  • new units for ents
  • new items, new upgrades..
  • automatic upgrade for resource storages
  • ents can collect the 7 dragonballs for a wish ^^
  • you can choose out of 5 different ent heroes
Infernal:
  • new spells for all infernals (+ level 20 spell)
  • 3 complete new infernals (khale, darkness, voltron)
  • new items for infernals
  • new units for infernals
  • added infernal upgrades
And a lot of more things, which you can find and try out in the game... :D
I spent a lot time to make it newbie-friendly and with each game you play, you will learn something new.

There is always a complete changelog of all latest changes on our discord server.. ^^

Tree Tag discord!
 
Level 24
Joined
Nov 9, 2006
Messages
2,558
I played this tree tag on battle.net, but i honestly feels it misses the whole point of tree tag.
It has some real glaring issues:
-Players no longer leave their base because they can have 3,5k hp walls. Theres no reason for Ents to take risks at all, it's really really boring.
-As infernal if you don't get xp or gold from buildings within 10 minutes it's over. Because everyone has meaty bases that you can no longer penetrate. Finding enough buildings isn't always easy.
-Blink cooldown is way too low and doesn't punish ENTs for using it. It felt like 15 seconds or something, it's impossible to catch ents.
-Ents have Ankh. Why?
-Attack is faster to use than eat tree, so why is eat tree ability even there for infernals?
-Allowing Ents to regrowt trees defeats the purpose of tree tag. Theres supposed to be less and less tree coverage to work with, but this just resets the game back to 0 every time. It's not fun as infernal and it's not challenging as an Ent.
-Theres nothing cheap to spend your gold on. What happend to 200g sentries and 500g skeletons? Boots costs 1500g which is ridicolous.
 
Last edited:
Level 4
Joined
Nov 29, 2018
Messages
17
Well i would appreciate your feedback, if you would not have left the game after 15 minutes of playing.
And tbh you do not not even have played one game as ent to judge it rightfully.

Both teams have great potential, but it depends on the players, if you activate it or not.
As infernal there are different strategies and ways to spend your gold on.
There are plenty of units, upgrades and items from which you can choose. Ranging from low to high price.

And as i already told you, the infernals scale with the time. The longer you play, the stronger they become. Also you gain more and more experience and gold for destroying buildings.

Early game is balanced more towards ents, but in late game this completely changes.
This allows new players to learn the game mechanics and get into the game more easily.

Maybe it differs from your view on how tree tag used to be, but it now has a complete new dynamic and variety of possibilities. ^^
 
Level 24
Joined
Nov 9, 2006
Messages
2,558
So because a player leaves the game in frustration it's not valid critisism?
If players gets fed up you should take their opinion to heart, not reject it.
You should always be concerned with how fun your game is and i'm being honest here when i say i didn't find your game fun.
I like other tree tags, but i didn't like this one and i have explained why, so i don't want to retread what i said.

I like playing infernal on tree tag, but there wasn't a whiff of familiar air to your game.
The usual stuff i buy was gone or had changed prices for no discernable reason.
You've rejected the norms of a classic tree tag game in favor of adding your own flavors.
Which causes classic players to reject it because they no longer have familiar elements to work with.
I've played other tree tag versions without skeletons and the other infernals i play with are usually quick to point it out.
So my point is, you can't remove classic elements and not expect people to frown upon your "insert changes" elements.
 
Level 4
Joined
Nov 29, 2018
Messages
17
I'm open to criticism, if its not based on false claims.
You have played for 15 minutes, did not achieve success and then blamed it on the game.
I also could play a ladder game and then say heroes are too weak after i died to a green creep camp.

Maybe you have different expectations, but this is does not mean the game has glaring issues as you said. If you just take a look at the player statistics, you can see that it is currently even more in favor of infernals than ents.

I receive a lot of feedback by the community and i can highly appreciate it, because i know that they actually play the game.

Anyway, I dont want to argue about it. I just want to say, if you want to criticize something constructively, try to look on it from different perspectives.
 
Level 24
Joined
Nov 9, 2006
Messages
2,558
False claims, wtf are you talking about?
Of course i blame it on the game.
There wasn't any comeback mechanic for us to get back into the game.
The game should have cheaper items or higher xp/gold income.
I'm used to getting multiple kills within the first few minutes of a tree tag.
Thats the reason i like tree tag, because there aren't any 1k hp walls or 100 farms between me and the opposing team.
You can cut the trees at any point in the game and get into their base.
Which usually leads to games where ents actually try to free each other.

I took your game seriously, i played 15 minutes and nothing happend.
The other infernals on my team didn't get any kills either as far as i remember.
Ents never tried to free each other and nobody had to leave their base under any circumstances.
I didnt get any items because i couldn't afford anything.
You need to give players options to work with.

"I also could play a ladder game and then say heroes are too weak after i died to a green creep camp."

Thanks for being so condescending wow.

I'm providing you with feedback from my first game ever playing it.
This is my first impression of the game, which is the most invalueable feedback you can get.
Think about it this way: this is how every new player will experience your game
But under much worse circumstances, because i actually like tree tag and have better performance than your average player.
Which means every other infernal player after me will have a much more miserable game and probably leave within 5 minutes as their patience runs out.
Which is what happens in most tree tag games btw, not just yours.

"if you want to criticize something constructively, try to look on it from different perspectives."
Dude players aren't concerned with other perspectives and they shouldn't be.
If the game isn't fun why play it?
 
Level 4
Joined
Nov 29, 2018
Messages
17
You just proof my point. You have different expectations of the game and i understand that.

But you do not have the experience of the current game dynamic. There are about 100+ players a day playing this version of tree tag. They have adapted to it and i guess most of them have fun and like it. Or why would they host and play it?

I already explained to you in my first answer that the game has changed. And i think its pretty ignorant to say that you are an above average player, after just playing one game.. xD

But anyway, i dont like to have such discussions, play whatever you like. Bye, have a great time! :D
 
Level 1
Joined
Apr 1, 2019
Messages
5
This map is hosted regularly every day and fills to a minimum of 12 players rather quickly. I have fun playing this map, although not so much as Infernal, though that is due entirely to my lack of experience. I played one game and Inf and it did not go well. One Inf went afk and eventually left, and the other 2 as with myself were noob. Does the game suck? No, not at all. I have won and lost as Ent, but only tried Inf once so I can't judge it fairly, however, there are many who do enjoy Inf play and are quite good at it. I am glad to see bugs being worked out rapidly. The second game I played, think 1.51?? the Infs knew exactly where the ents were and their building locations. I grew suspicious and reviewed the replay because it was just far too unlikely they could accurately guess our location down to the exact cluster of trees every single time. Guessing that was a bug, but may have been a hack. At any rate I no longer see that happen. Another issue, I assume has been fixed since I have not seen it since 1.55 I believe was the infs getting a goblin workshop, building a goblin hero, then smashing an ash ent for infinite money and exp and then using the now near divine tier goblin hero to blink into bases and crush everything with ease. One game was ruined by that and another game the ents all agreed to boot the inf before the damage was irreparable for the match. So thank you for the continuous effort and time you have given to make this game fun and less buggy. One final thing I have noticed lately, sometimes when blinking, the cooldown starts, however, the ent does not actually blink. I have died twice when I attempted to blink away from my soon-to-be-ashes base and instead remained where I was but the cooldown began and I was crushed before the cooldown ended. I was not under a net or any other spell effect that I could see either time.
I hope you continue to polish this map and maybe in the future we can see variations of the landscape. Terrain variations between versions I know comes with its own headaches, but maybe once the game is settled to your preferences of balance and bug-lessness new terrains could be made?
 
Level 4
Joined
Nov 29, 2018
Messages
17
Yes, i think as ent it might be easier to start with, because you are a smaller part of the team. ^^
As infernal you always have a greater role in winning the game, but the more you play, the more you will learn how to gain the control of the map and to guess how ents move.

Im always trying to fix bugs, the tinker thing was something, which only could have been exploited, if an ent cooperated with an infernal. About the blink: Its the default wc3 blink, could it be that you accidentally canceled it by using some other hotkeys? But i can take a look at it. ^^

Actually i already made a complete different terrain II, but i havent updated it lately (last was for v1.52b). Im currently doing a lot balancing changes/fixes, since i added the ent classes in v1.53. Once i finished it, i will also update the alternative terrain again. Should be soon and there might be also a third terrain in the future. :D


PS: If you are interested in tree tag, its the best to join our discord: Join the its Tree Tag Time! Discord Server!
Here you can post suggestions, report bugs, read tips and always find someone to play with you. ^^
 
Last edited:
Level 1
Joined
Apr 1, 2019
Messages
5
I was watching another replay trying to learn inf play better by watching people who kicked my butt and noticed a couple of odd things. When watching the Inf play (used auto camera in replay), once the Ents started running, the Infs screen kept bouncing to locations on the map where the ents were. It only happened to Ents who were doing something like used blink or were starting to build. The screen never jumped to a location where someone was just running. I watched the opening replay several times and it happened each replay. When I noticed the rapid screen jumps I paused the replay and removed fog and each jump was to an Ent. Im not sure what would cause this but it reminded me of pressing spacebar and having the screen jump to an alert like when attacked or a goldmine collapse.
Second, is there a way to mass select trees for cutting by skeletons? The Inf I watched had a skeleton move into a forest and then every tree in the area was selected for cutting simultaneously. If this is legit Id love to know how to do that as I thought I had to shift-right click each tree and thats not only time-consuming but sometimes the AI is dumb and will sometimes stop cutting if you click a tree it cant reach yet.
Checking out the discord soon
 
Level 4
Joined
Nov 29, 2018
Messages
17
I dont know about the auto camera in replay, i never use it. But i also think its better to control the camera by yourself, if you want to learn or just always follow one infernal. ^^

Nope there is no way for skeletons to mass select trees, you have to queue them all with shift-attack, if you want them to attack a lot trees. You can now also find a good infernal guide (pdf) in the discord.
 
Level 1
Joined
Apr 28, 2019
Messages
1
Think about it this way: this is how every new player will experience your game

Nope, it is actually how you experienced the game, not how every new player experiences it.

You seem to think you're the "common new", but nope, you have three kinds of players:

- Legit new players: They either have never played Tree Tag before or the times they did they never dedicated more than a couple minutes into it. They wouldn't care the less what Tree Tag was 3+ years ago, and most those folks are enjoying a lot the new version. This is the sizeable majority.

- Experienced players who have played Tree Tag through the years and have never lost the touch at all with the new versions, any change to balance, mechanics and so on has been gradual enough that everyone got used into it in a rather natural way. Most of them also loves the new version, or at least they can accept it and keep playing. This is an important minority.

- Folks who were in the past experienced but lost the touch with the mod for years and then tried the new version. This is you. And hey, this is also me, if you didn't know! Just that my experience was different: I used to be a good infernal back in the day, and hey, that didn't stop just because of the new version. I still managed to win my first game and don't be a burden for my team. Sure, some things were different, but that is like, totally obvious after years of development, and to be fair, nearly all those changes made the experience a lot better for me. Learn to be more flexible and accepting of changes, it will help you not just with games, but also in life generally.

No wonder 2019 version is hosted 15+ times daily and is nearly the only version played since half a year ago, in fact if you try to make a lobby of an older version it will never fill unless you got group of nostalgic friends willing to wait 30+ minutes for it, since it is just plainly worst and less fun and exclusively for nostalgic purposes.

By the way, there is cheap stuff to buy, it is just organized a little bit differently, you didn't even tried to find the shops locations and so on. By the way, impenetrable bases existed back in the day, in fact they were way more common than now, you totally had a chance if you cared to stay longer. All opinions matters and ssbness still heard ya and all, but you gotta admit a 15 minutes play with a predefined very rigid mindset isn't going to be the sacred top comment neither.

When it comes to my opinion, I love the map, keep up the good work! ^^
 
Last edited:
Level 24
Joined
Nov 9, 2006
Messages
2,558
Nope, it is actually how you experienced the game, not how every new player experiences it.
Im not some unique individual.
Most people think similarly.
I played with more patience than a normal person would.
What makes you think other players are different?

By the way, there is cheap stuff to buy, it is just organized a little bit differently, you didn't even tried to find the shops locations and so on.
Don't make assumptions.

you gotta admit a 15 minutes play with a predefined very rigid mindset isn't going to be the sacred top comment neither.
Predfined rigid mindset? stop advanced using words and don't make assumptions.
I gave it a go, but i got bored after those 15 minutes like i said.
Normal people don't have an attention span of 15 minutes mind you.
 
Level 4
Joined
Nov 29, 2018
Messages
17
I played with more patience than a normal person would.

Ah shit, here we go again...
I dont know what a normal person for you is, but im not looking for players with the attention span of a 5 year old.
Go play mobile games, if you cant focus on a game longer than 15 minutes.

And unless you have played any more tree tag games, i couldnt care less for your opinion.
So stop replying on a topic, of which you have neither clue nor interest on.
All you do is to spreading negativity without any constructive criticism (which you obviously cant provide, since you havent played the game).
 
Level 24
Joined
Nov 9, 2006
Messages
2,558
I did play some more games that i finished.
My opinion of the game has improved a bit i think.
I think my first games might have been a dud.
It does seem likes games are sort of like hit or miss in terms of fun.
The last 5 minutes i found enjoyable since Ents basicly have to leave their bases and actually do stuff.
I find that the last 15 minutes quite fun because theres plenty of action, but the first 15 minutes are quite uneventful and is overall detrimental to the overall game.
It's also within the first 15 minutes that i see people leave when playing infernal, so i don't think this is a coincidence.
Ents just feel too slippery the first 15 minutes before you get map control, so you'll mostly just be destroying trees and farming gold from buildings.
Which makes sense if you want the game to climax around the 45 minute i guess, but without real consequences it's just kinda boring you know?
New players won't enjoy hitting trees all day.

It's good that you added the option to switch teams with leavers.
I would have left that game if that feature weren't in the game.
I noticed theres some quality of life stuff like trees getting destroyed when you destroy a building which is good.
It helps a lot since regrowth puts trees above buildings and it's sort of clunky to try and hit the desired target be it the tree or the building when this happens.
Autoattacking trees for minions is also pretty good i think, i like that feature.

Overall i think navigating the map as a new player is too difficult, particular with all the upgrade features, dragonballs, heroes and random stuff that happen.
This is a developer problem i think when you pile on too many features you raise barrier of entry for new players to get into the game.
Experienced players probably don't mind since they know the map well enough.
I don't think this is an easy problem to solve and i think the solution is maybe to introduce these concepts along the game's time length.
Sort of how singleplayer games make you play a tutorial level first before introducing more concepts the further you get into the game.

Not a big fan of the sound effects, particulary -help is quite nauseous to hear more than once.
The other sound effects like "yay are used better i think and is in good taste for the game to make kills more satisfying.
It's like a small gripe for me that i have to go look up commands to disable for this one thing.
 
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Level 4
Joined
Nov 29, 2018
Messages
17
Okay thank you, now i can appreciate your feedback. Sorry, but before it felt like you didnt even try to understand. ^^

The early game is indeed more designed towards the ent, just to give them a chance to build up. It can be quite frustrating, if you play a new game and then just die and lose all your stuff. Especially in a tag game like this, in which you will need some time to build up.

I also see your point with the complexity. On the one side it makes the game maybe a little bit harder, if you play it for the first time, but it also allows the players to choose from different gamestyles. I think this makes the game fun in the long term. You just cant see every part of the game after just one round and it is always a little bit different depending on your choices. Nonetheless i try to keep simple as possible, but this can always be improved and im constantly working it.

Yes sometimes the sound effects can be annoying and it doesnt help if there are 24 players in the game, who can use them (maybe i should scale the use per minute depending on the number of players.. xD). But you can also always mute the sounds with the command "-sounds off"
 
Level 24
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Nov 9, 2006
Messages
2,558
I think you should just find a shorter more pleasing -help sound to listen to if possible.
On one hand it's so annoying that it actually gives incentive to save, on the other it's gets on your nerves.
I think at least maybe try and limit -help sound to ent team only by utilizing the GetLocalPlayer() function so only they will hear it.
Theres no reason for infernals to suffer through all the nagging.
A 30 second emote lockout window might help too.
 
Level 24
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Nov 9, 2006
Messages
2,558
I think the game would be better if you turned off resource sharing.
The optimal approach for infernals seem to be to pool gold together for upgrades.
If you don't do it you get kind of screwed up when playing with better players.
It's apparant in games with lots of noobs since they have no idea what to spend gold on.
So it's hard to get them to pool together gold.
It's not fun have to send gold, as you get less "things" to work with.
Overall it just raises the barrier of entry for new players in a bad way.
 
Level 4
Joined
Nov 29, 2018
Messages
17
I see no big problem in players sharing resources, its just part of wc3.
Its not much different in melee games, if you want to boost something, you can share your gold.
And i also dont see it as required to win a game. ^^

You cant balance everything around noobs, then the game wont be fun in the longterm.
I think the best you can do, is to teach them and tell them what to do.

But speaking of it, im currently working on modes, which can be enabled at the start of the game.
I can add "Lock Resource Sharing" to it.

So far, i got these modes to choose from:
Before you host, you can tick the "Random Races" or "Random Heroes" option to enable new modes.

Random Races = Blindfolded team selection, you cant see what team other players pick.
Random Heroes = Hostmode for player 1 (red). Allows him to choose from the modes.

Player 1 (red) can choose modes in the first 30 seconds by writing -mode <modes>.
For example: -mode abj (Random Team, Random classes, Golden start)


0 = Disable stats (No stats will be saved)
a = Random teams (The teams are setup randomly.)
b = Random classes (Only random ent class is available.)
c = Random infernals (Only random infernal is available.)
d = Unique infernals (Each infernal type can be picked only once. Repick disabled.)
e = Classic Mode (No ent classes & no infernal talents.)

Stats saving is automatically disabled with these modes:

f = Disable feed (Ents feed no experience and gold, but infernals receive a higher passive income.)
g = Chaos mode (The chaos mode is enabled in the beginning.)
h = Ciao Regrow (Regrowing trees is disabled, but infernals destroy trees much slower. Hired units cant attack trees.)
i = Solo Infernal (One infernal vs all ents.)
j = Golden start (Ents and infernals start with more gold.)
k = Income Mode (Ents receive a fixed income and resource storages give no income.)
l = No dragonballs (No dragonballs will be spawned.)
m = No mushrooms (No mushrooms will be spawned. Natures Awakening disabled.)
n = Inferno Mode (Infernals can destroy trees MUCH faster.)


Also we adding more and more stuff/information to our website:
Tree Tag 2019
 
Level 1
Joined
Mar 24, 2020
Messages
2
Im not some unique individual.
Most people think similarly.
I played with more patience than a normal person would.
What makes you think other players are different?


Don't make assumptions.


Predfined rigid mindset? stop advanced using words and don't make assumptions.
I gave it a go, but i got bored after those 15 minutes like i said.
Normal people don't have an attention span of 15 minutes mind you.
Im not some unique individual.
Most people think similarly.
I played with more patience than a normal person would.
What makes you think other players are different?


Don't make assumptions.


Predfined rigid mindset? stop advanced using words and don't make assumptions.
I gave it a go, but i got bored after those 15 minutes like i said.
Normal people don't have an attention span of 15 minutes mind you.
False claims, wtf are you talking about?
Of course i blame it on the game.
There wasn't any comeback mechanic for us to get back into the game.
The game should have cheaper items or higher xp/gold income.
I'm used to getting multiple kills within the first few minutes of a tree tag.
Thats the reason i like tree tag, because there aren't any 1k hp walls or 100 farms between me and the opposing team.
You can cut the trees at any point in the game and get into their base.
Which usually leads to games where ents actually try to free each other.

I took your game seriously, i played 15 minutes and nothing happend.
The other infernals on my team didn't get any kills either as far as i remember.
Ents never tried to free each other and nobody had to leave their base under any circumstances.
I didnt get any items because i couldn't afford anything.
You need to give players options to work with.

"I also could play a ladder game and then say heroes are too weak after i died to a green creep camp."

Thanks for being so condescending wow.

I'm providing you with feedback from my first game ever playing it.
This is my first impression of the game, which is the most invalueable feedback you can get.
Think about it this way: this is how every new player will experience your game
But under much worse circumstances, because i actually like tree tag and have better performance than your average player.
Which means every other infernal player after me will have a much more miserable game and probably leave within 5 minutes as their patience runs out.
Which is what happens in most tree tag games btw, not just yours.

"if you want to criticize something constructively, try to look on it from different perspectives."
Dude players aren't concerned with other perspectives and they shouldn't be.
If the game isn't fun why play it?

Nudl9 I read your posts and I think they are completely ridiculous. How are you going to play a game for 15 minutes, rage quit then give a informed opinion on the matter? You didn't even finish a game... lol! The only thing you opinion can count for in this game is "first impression".
 
Level 1
Joined
Mar 24, 2020
Messages
2
Honestly I'am addicted to this map/game. Tree tag is super fun! I bought wc3 reforged to play "versus" mode. But all I play now is TREE TAG. I used to play tree tag 15 years ago or so, so I had a general understanding walking into this. I’m 50 games in now and I still haven’t tried everything out. Which is great, I like how many different strategies there are. I rate the game 10/10. And I give Nudl9 -4/10... lol
 
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Level 24
Joined
Nov 9, 2006
Messages
2,558
I've played several games since.
I gave it a harsh first review because this game is not noob friendly, which is my way of saying the game is bad.
The game's alright on repeated sessions, but has flaws that make it worse than the original.
-Superfluous content that only serve to obsfuscate the win condition.
-Endgames feels forced with the sped up infs and it doesn't feel rewarding to win.
-Risks are not worth taking so ents just camp.
-Building bases and towers are fun, but attacking them as inf isn't - one team has fun and the other doesn't.
-There are never any consequences to destroying trees as ents, because you can regrow them.
-Earlygame feels exactly like midgame. There is no progression in the game.

Classic tree tag was better because it was simple.
Honestly the concept of tree tag is kind of flawed to begin with so it's kind of hard to improve on the original formula.
 
Level 4
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Nov 29, 2018
Messages
17
Level 3
Joined
Jul 23, 2020
Messages
16
A great map and is definitely better than any of the old tree tag style maps. The game is a lot more complex and less noob friendly, but it doesn't default to the game itself being bad. Playing either ent or infernal, there is a lot of challenges that go into both. Infernal having to be efficient on map rotations, hunting, and map control. Ent having to dodge the infernals or try to build a base while trying to keep the walls up and not get sniped. While the game can get very competitive at times, its truly a fun game to play.

I also have a extensive guide on tree tag. Feel free to skim through it. Don't be intimidated by its size:infl_thumbs_up:.​
Tree Tag Guide
 
Level 2
Joined
Oct 10, 2020
Messages
7
A really fun custom game (till the point where it's literally the only reason why I'm still playing WC3 nowadays) that's both skill expressive, and volatile as every game can be vastly different from another. There's also a relatively huge and really communicative community in Discord, where peeps do their post-game trashing/reviewing/feedbacking of how they could've done better, or how they 'f-ed' up each game.

Takes a few games for new players to pick up, due to the many complex and specific details of the game. As ssbness is constantly working on the map, we can be assured that Tree Tag will be a custom game that lasts a VERY long time without getting boring as there'll constantly be updates based off the community's suggestions/feedback.

I also have a bunch of gameplay videos over on my channel for those whom are curious about how intense a game can get ^^
https://www.youtube.com/channel/UCCxiCGQpKD-71Wj71G_h4uQ
 
One of the best maps so far!

I tried playing it a long time ago and joined the battle again when the map evolved. For me it felt more challenging, deeper and more interesting. I found a Discord community with friendly guys who helped me develop my skills and stay tuned. Now we are like a small family, we even participate in tournaments.
If someone wants competition along with fun gameplay, he or she should definitely try playing Tree Tag :infl_thumbs_up:

Stopm, stopm, stomp...
DragonboneReaper_Model_Hive.gif
 
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